Integrating latest 47acbe8
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@@ -0,0 +1,268 @@
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--sceneView . Christopher Evans . Crytek
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if sceneView != undefined then
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(
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destroyDialog sceneView
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)
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ilTv = dotNetObject "System.Windows.Forms.ImageList"
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ilTv.imageSize = dotNetObject "System.Drawing.Size" 16 15
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rollout sceneView "SceneView v.001"
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(
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fn getIconFromBitmap thePath number iconFileName =
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(
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theFileName = getDir #image +"\\icon_"+ iconFileName +".bmp"
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if not doesFileExist theFileName do
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(
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tempBmp = openBitmap thePath
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iconBmp = bitmap 16 15
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for v = 0 to 14 do
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setPixels iconBmp [0,v] (getPixels tempBmp [(number-1)*16, v] 16)
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iconBmp.filename = theFileName
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save iconBmp
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close iconBmp
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close tempBmp
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)
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img = dotNetClass "System.Drawing.Image" --create an image
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ilTv.images.add (img.fromFile theFileName) --add to the list
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)
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fn initTreeView tv =
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(
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tv.Indent= 28
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tv.CheckBoxes = true --same as in ActiveX
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tv.labelEdit = true
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tv.Indent = 15
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tv.Scrollable = true
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colorTest = dotNetClass "System.Drawing.Color"
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tv.BackColor = colorTest.FromArgb 255 196 196 196
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iconDir = (getDir #ui) + "\\icons\\"
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--We call our function for each icon, this time also passing a
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--third argument with the icon name suffix.
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getIconFromBitmap (iconDir + "Standard_16i.bmp") 2 "Sphere"
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getIconFromBitmap (iconDir + "Standard_16i.bmp") 1 "Box"
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getIconFromBitmap (iconDir + "Lights_16i.bmp") 3 "Light"
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getIconFromBitmap (iconDir + "Cameras_16i.bmp") 2 "Camera"
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getIconFromBitmap (iconDir + "Helpers_16i.bmp") 1 "Helper"
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getIconFromBitmap (iconDir + "Splines_16i.bmp") 2 "Shape"
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getIconFromBitmap (iconDir + "Systems_16i.bmp") 1 "Bone"
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--At the end, we assign the ImageList to the TreeView.
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tv.imageList = ilTv
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)
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fn addChildren theNode theChildren =
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(
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for c in theChildren do
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(
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newNode = theNode.Nodes.add c.name c.name
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newNode.tag = dotNetMXSValue c
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--newNode.count = c.handle
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--By default, all nodes will use icon 0 (the first one) unless
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--specified otherwise via the .iconIndex and .selectedIconIndex
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--properties. We set both of them to the icon corresponding to
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--the superclass of the scene object:
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newNode.imageIndex = newNode.selectedImageIndex = case superclassof c of
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(
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Default: 1
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GeometryClass:
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(
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case (c.classid[1]) of
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(
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Default: 1
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683634317: 6 -- bones
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37157: 6 -- biped objects
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)
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)
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Light: 2
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Camera: 3
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Helper: 4
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)
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newNode.checked = not c.isHidden --same as in ActiveX
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--For the color, we create a DotNet color class from the
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--wirecolor of the object and assign to the .forecolor of
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--the TreeView node:
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--newNode.forecolor = (dotNetClass "System.Drawing.Color").fromARGB c.wirecolor.r c.wirecolor.g c.wirecolor.b
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addChildren newNode c.children
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)
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)
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--Since every node uses icon with index 0 unless specified otherwise
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--the Root Node will use the first icon by default.
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fn fillInTreeView tv =
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(
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theRoot = sceneview.tv.Nodes.add "WORLD" "WORLD"
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rootNodes = for o in objects where o.parent == undefined collect o
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sceneview.addChildren theRoot rootNodes
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)
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fn refresh =
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(
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sceneview.tv.nodes.clear()
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sceneview.fillInTreeView tv
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sceneview.tv.topnode.expand()
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)
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fn getSelectedNode =
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(
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try
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(
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if selection[1] != undefined then
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(
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--print selection[1].name
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sceneview.tv.SelectedNode = (sceneview.tv.nodes.Find selection[1].name true)[1]
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sceneview.tv.SelectedNode.EnsureVisible()
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colorTest = dotNetClass "System.Drawing.Color"
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sceneview.tv.selectednode.backColor = colorTest.FromArgb 255 221 221 221
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sceneview.tv.refresh()
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)
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)
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catch -- for undo
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(
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refresh()
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if selection[1] != undefined then
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(
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sceneview.tv.SelectedNode = (sceneview.tv.nodes.Find selection[1].name true)[1]
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sceneview.tv.SelectedNode.EnsureVisible()
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colorTest = dotNetClass "System.Drawing.Color"
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sceneview.tv.selectednode.backColor = colorTest.FromArgb 255 221 221 221
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)
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)
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)
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fn hideNode =
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(
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if selection != undefined then
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(
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for obj in selection do
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(
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sceneview.tv.SelectedNode = (sceneview.tv.nodes.Find obj.name true)[1]
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sceneview.tv.selectednode.checked = false
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)
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)
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)
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fn unhideNode =
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(
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if selection != undefined then
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(
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for obj in selection do
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(
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sceneview.tv.SelectedNode = (sceneview.tv.nodes.Find obj.name true)[1]
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sceneview.tv.selectednode.checked = true
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)
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)
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)
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dotNetControl tv "TreeView" width:290 height:565 align:#center
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button layerM "Layer Manager" offset:[-9,0] Align:#left
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label info " (X) + all (C/V) +- children" offset:[5,-22]
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on layerM pressed do
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(
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macros.run "layers" "layermanager"
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)
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on tv Click arg do
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(
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hitNode = tv.GetNodeAt (dotNetObject "System.Drawing.Point" arg.x arg.y)
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if hitNode != undefined do
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try(select hitNode.tag.value) catch(max select none)
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)
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on tv AfterCheck arg do
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(
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try (arg.node.tag.value.isHidden = not arg.node.checked)catch()
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)
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on tv AfterLabelEdit arg do
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(
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if arg.label != undefined then
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(
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arg.node.tag.value.name = arg.label
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)
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)
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on tv keyUp arg do
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(
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--print arg.keyValue
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case arg.keyValue of
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(
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67: tv.selectedNode.collapse() -- c key
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88: tv.expandAll() -- x key
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86: tv.selectedNode.ExpandAll() -- v key
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13: tv.selectedNode.beginEdit() -- enter key
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113: tv.selectedNode.beginEdit() -- F2
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116: refresh() -- F5
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)
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)
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fn OnClick sender args =
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(
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--print sender.Text
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case sender.Text of
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(
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"Expand branches": if tv.selectedNode != undefined then tv.selectedNode.ExpandAll()
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)
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)
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on tv beforeSelect arg do
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(
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colorTest = dotNetClass "System.Drawing.Color"
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try (sceneview.tv.selectednode.backColor = colorTest.FromArgb 255 196 196 196) catch()
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)
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on tv nodeMouseClick arg do
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(
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if arg.button == tv.mousebuttons.right then
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(
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contextMenu = dotNetObject "System.Windows.Forms.ContextMenu"
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contextMenu.MenuItems.Clear()
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dotnet.addeventhandler (contextMenu.MenuItems.Add("Select all children")) "Click" OnClick
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dotnet.addeventhandler (contextMenu.MenuItems.Add("Expand branches")) "Click" OnClick
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pointTest = (dotNetObject "System.Drawing.Point" arg.x arg.y)
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contextmenu.Show tv pointTest
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)
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)
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on sceneView open do
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(
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initTreeView tv
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fillInTreeView tv
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tv.topnode.expand()
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callbacks.addScript #nodeCreated "sceneView.refresh()" id:#upDateSceneView
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callbacks.addScript #nodePostDelete "sceneView.refresh()" id:#upDateSceneView
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callbacks.addScript #nodeRenamed "sceneView.refresh()" id:#upDateSceneView
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callbacks.addScript #postNodesCloned "sceneView.refresh()" id:#upDateSceneView
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callbacks.addScript #postMirrorNodes "sceneView.refresh()" id:#upDateSceneView
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callbacks.addScript #selectionSetChanged "sceneView.getSelectedNode()" id:#upDateSceneView
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callbacks.addScript #nodeHide "sceneView.hideNode()" id:#upDateSceneView
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--callbacks.addScript #nodeUnhide "sceneView.unhideNode()" id:#upDateSceneView
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callbacks.addScript #sceneUndo "sceneView.refresh()" id:#upDateSceneView
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callbacks.addScript #sceneRedo "sceneView.refresh()" id:#upDateSceneView
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)
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on sceneView close do
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(
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callbacks.removeScripts id:#upDateSceneView
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)
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on sceneView resized size do
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(
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size1 = size as string
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size2 = filterstring size1 "[],"
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layerM.pos = [4, (sceneView.height - 26)]
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info.pos = [100, (sceneView.height - 23)]
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tv.height = ((size2[2] as float) - 35)
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tv.width = ((size2[1] as float) - 10)
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)
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)
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createDialog sceneView 300 600 style:#(#style_resizing, #style_titlebar, #style_border, #style_sysmenu)
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